The candles burn out for you; I am free

Posted by wtf_dragon On September - 1 - 2010 No Comments   Discuss in the Forum 

Sergorn Dragon’s increasingly ambitious project (which I’m also working on) has posted its latest monthly update, and announces the development or updating of several game system scripts that members of the team have been feverishly working on. Foremost among these is a new Guards and Prison system, which allows shopkeepers to summon the guards if the player gets a bit fast and loose with the goods on display. Their -inspired injury system has also been released, as has an update to their resting system.

As well, Sergorn has announced that Jolyn “Nytefall” Kitzer has rejoined the team as Lead Artist. Fans of Lazarus will recognize her name from that project; she crafted much of the excellent artwork that said remake featured.

Finally, the team is still looking for artists, so if you have some time and some talent in that area, why not drop them a line?

Posted by wtf_dragon On August - 17 - 2010 4 Comments   Discuss in the Forum 

You know how badass you are when you can summon two more demons to rip a demon apart!

Yeah, I know, there’s nothing particularly -related about ‘s series of games. At the same time, I would be remiss if I did not point out that the Dragon Age toolset is ludicrously powerful and would, I think, be well-suited to developing an Ultima adventure in.

And hence, I’m reporting this, because as I previously noted, my goal was — and continues to be — to expand ‘s scope somewhat to serve as a kind of developer connection for people wanting to tell an Ultima tale. Keeping abreast of available engines and toolsets is a big part of that.

And who honestly doesn’t think that won’t have a wicked toolset? Update: I have been informed by JasonNH that Dragon Age 2 will not have a toolset. Which, frankly, sucks.

(via Joystiq)

Posted by wtf_dragon On August - 4 - 2010 1 Comment   Discuss in the Forum 

I added the project entry, but forgot to mention that Sergorn Dragon’s project (which I am also working on), , just posted its July update, the biggest news in which is that the team has recruited a professional composer to craft its score.

I’ve heard some of his work; it’s incredible.

As well, a new version of the project’s spell system modification for has been uploaded to the Neverwinter Vault. They have also overhauled the GUI, developed a custom injury system which is partly inspired by , and published a currency system and a death and resurrection system.

In other words, it has been a busy month for the team; we’ve made excellent progress.

Posted by wtf_dragon On August - 3 - 2010 2 Comments   Discuss in the Forum 

I was just reading about the new expansion for , the principal new feature of which is that “[f]or the first time in the game, heroes and villains will be able to switch sides with an interesting set of morality quests.”

Morality — and its consequences on the game world — have been a growing trend in games for a number of years, and one can in particular point to any number of games to illustrate the example. featured a fairly simple derivation of the “karma” system common to earlier games (various titles included, to a degree). Games like and boasted more complex morality systems that moved beyond the somewhat Pelagian basis of the karma counter, tracking good and evil on separate scales rather than allowing past evils to be undone or smoothed over by later good deeds.

Indeed, in many such games and game series, the moral choices made in one game are — or can be — carried over to the next entry in the series, reshaping the game world and playthrough experience in ways both small and large. (And yes, I’m totally stoked to see what does with this notion. In fact, I’m saving up my “True Renegade”, “kill all potential ally species” playthrough for its release.)

Now, no Ultima title that I can think of ever really implemented a formal morality system, in the sense of something that the player could track (certainly, nothing so apparent in-game as e.g. Mass Effect’s Paragon and Renegade score bars). At the same time, a rudimentary morality system was in place in many of the Ultima titles. Stealing when a shopkeeper was present brought the guards down on your head; attacking someone in the presence of witnesses could mean a similar guard-delivered beat-down. Some Ultimas also presented you with situations to challenge your Virtue. Supposedly, there was actually a more evolved karma system than this in some of the Ultima titles, but I never really noticed it…even when I tried to play through the game in the most asshole-like manner possible.

Indeed, about the worst that would happen is that the people I stole from or pushed around would stop speaking to me…for about a day, maybe two. After that…why, yes, they would gladly sell me that two-handed sword.

Now why, you might ask, am I musing about this at all. Probably, you’d rather I get off my fat butt (okay, it’s not that fat) and get those downloads restored. And yeah, I probably should do that as well. However, I’ve twice now been asked by a certain Mr. Paul Barnett, who has been “looking to collect thoughts and views that fans have about Ultima.”

So in the absence of my ability to contact him in return, I’ve decided to launch something of a new feature here at the site: I’d like to collect everyone’s feedback about aspects of the Ultima games. And this is the basic format that such outings will follow: I’ll open up with some musing about something or other, and then invite comments.

Leave your thoughts and tell your friends!

Posted by wtf_dragon On August - 19 - 2008 3 Comments   Discuss in the Forum 

I will believe it when I see it, but there is a hopeful note sounded in ‘ latest publishing decision. I’m not much for the horror genre of games, but the decision by to publish a horror title from / is interesting, to say the least. That’s more than a little outside of EA’s usual paradigm.

The latest signings bode well for the company’s new “studio-focused philosophy,” which EA Partners general manager describes as “giving the world’s best independent developers access to EA’s global publishing resources, letting them focus on what they do best — making great games.

Perhaps there’s hope for ‘s Dragon Age yet!

Posted by Withstand the Fury Dragon On October - 12 - 2007 11 Comments   Discuss in the Forum 

While my friend Myles assures me, via his contacts within , that this is a good thing, I for one look upon the pending purchase of BioWare/ by as a death-knell for a promising studio.

I’ll be happy to be proven wrong, of course…but ‘s track record of turning effective companies into wrecks and producers of poorly-executed, buggy, narratively weak games has been pretty consistent since the days of Ultima VII Part 2: Serpent Isle.

REDWOOD CITY, Calif. – Electronic Arts Inc., the video game developer known for titles such as “Madden NFL” and “The Sims,” said Thursday it will acquire two software studios from Elevation Partners in a deal worth up to US$860 million.

The studios, BioWare Corp. and Pandemic Studios, have a total of 10 games under development. Elevation owns their parent, VG Holding Corp.

Together, the studios employ about 800 people in Los Angeles and Austin, Texas, as well as in Canada and Australia.

I guess we’ll see if Dragon Age gets rushed out the door now, or (worse) cancelled.

You can read the official press release from BioWare here.

Update: Further thought…

EA lolcat

 
Rss Feed Tweeter button Facebook button Technorati button Reddit button Myspace button Linkedin button Webonews button Delicious button Digg button Flickr button Stumbleupon button Newsvine button Youtube button